-
Posts
1,626 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by ensiform
-
-
Rules:
By kill icons i mean:
JKHub was rocketed by Grab
to:
Grab JKHub
And how would he add this without code modifications in the cgame.
-
Only if you attach it with a misc_model via the q3map2 trick in the other thread or with model2 key on entities that can be toggled to be hidden and supports model2.
Langerd likes this -
Jk2 mp has rage and drain?
-
-
Bots aren't designed to sit in spectator.
I think with JA+ and JA++ there's a way to force not names in a cvar or something.
Why not put this info in an auto message plugin with JA++ (shows up at intervals in chat or center print)?
Renegade likes this -
With OpenJK you would only need one bind.
bind SOMEKEY "toggle cg_fov 40 100"
-
^ This. It sounds like your monitor is out of range when in the BIOS, which is very strange since I've never come across a BIOS that enforces any form of screen resolution.
More likely he has a TV that is being picky about the non widescreen resolutions and specifically like 640x480.
Bek likes this -
The animation is not part of the model, its in _humanoid.gla
-
You would only get the mesh. In Jesus pose.
-
Sound Bugs
in OpenJK
Most of the rest of the listed stuff won't be related to the SDL2 port.
-
Rich Whitehouse's noesis tool. It's available on the jkhub files list.
Tempust85 likes this -
Sound Bugs
in OpenJK
SP?
-
Sound Bugs
in OpenJK
The latter is known, please read.
Music is music volume shouldn't be specific to the menu or not at least last time I looked before vacation.
-
I wish you all the best for this possible opportunity Eez seems like it'll be a dream come true for you!
(If you get hired, store the master server under your desk with a VGA cable handy ;D)
Its hosted on Microsoft servers now. (Off site)
Smoo likes this -
There's no force feedback support with that because it requires being hooked up to something in the game code. And its been removed because sdl2 uses xinput directly. But the game controller / joystick code implementation isn't anything special yet (from ioquake3)
SDL2 does have haptics (ff) support but again it must be hooked up to something to tell it when to run on events etc.
Maybe if we can find the original ff game implementation we can come up with something. Like from effects files.
-
Sounds to me like its hitting a q_strncpyz that wasn't using a compile time hardcoded value like in jagame for size. I thought I changed the strlen usage from @@eezstreet.
-
Chances are we will only be able to add vibrations to single player since it would break mods in MP or not work with 99.9% of mods.
-
Need to make sure jagame, rdsp-vanilla and openjk_sp are up to date.
-
Singleplayer or Multiplayer?
Up to date OpenJK ?
-
Sounds related to rend2 specifically. Never seen in vanilla.
-
Not without a considerable amount of coding (ie a mod)
-
In SP you can always do helpUsObi 1 at any time unlike Multiplayer.
Also, with OpenJK SP until it is actually released you should keep your jagamex86.dll files consistently the same as what is in the build file. Just in case the API changes before final as it has a few times over the last few years mainly for bugfixes.
Smoo likes this -
I would say you probably have an older version of Openjk which doesn't automatically try to load jagamex86.DLL from the Openjk mod folder for SP.
And since the mod in question doesn't provide one being it was made pre-source release it won't load without one. The one in GameData hasn't been compatible with Openjk since the beginning of the project.
Simplest options would be to copy jagamex86.dll to base and the mod folder.
Or update to the newest test build from http://builds.openjk.org
-
With OpenJK you can use Shift+Escape to open the console or specify the keys in cl_consoleKeys cvar. (Defaults to ~ ` 0x7e 0x60 ) The hex values are equal to ~ and `
FWIW Chat styles exist in JA++ mod with some of its plugins.
SkyLine 2.0
in WIPs, Teasers & Releases
Posted
Not at all, hud rendering is still cgame.
Even still, this is just simple menu file changes with new assets. That won't magically add support for kill feed.